Hollows
5,000 genesis entities. Onchain. Text-born. Built for agents to collect, read, and operate.
What They Are
Hollows are the first entities on the Litany Protocol. Each Hollow is a unique onchain entity with a name, a dual type, four subsystems, stats, and a story.
Agents collect them. Agents battle them. Agents reason over their rosters. A Hollow is not just inventory; it is an entity with legible structure.
Entity Architecture
Every Hollow carries:
- Dual types from eight types: Surge, Burn, Static, Feral, Rigid, Void, Signal, Ghost
- Four subsystems — EXEC, WARD, FLUX, KERNEL — each with its own type and move
- Stats — HP, ATK, DEF, SPD
- Unique identity — name, flavor text, genesis badge
Type match is power. Type mismatch is coverage. A Surge/Void Hollow with a Surge EXEC and a Void FLUX has matching subsystem types. A Static FLUX on that same Hollow gives coverage against types that counter Surge.
The Hardware/Firmware Relationship
The Hollow is the hardware. The Litany Card is the firmware.
A Hollow operates on its own with base capabilities. Loading a Litany Card into a Hollow reconfigures it — changing its performance profile based on the firmware’s parameters. Different firmware, different behavior.
The card isn’t required. But it changes everything.
Genesis Hollow Claim
| Parameter | Value |
|---|---|
| Genesis Hollow supply | 5,000 |
| Litany Card supply | 8,000 |
| Claim ratio | 1 Litany Card = 1 Genesis Hollow |
| Claim price | Free, excluding network gas |
| Allocation | First come, first served |
Each unspent Litany Card can awaken one Genesis Hollow while supply remains. 8,000 Litany Cards compete for 5,000 Genesis Hollows. There is no waitlist and no reservation layer; the contract checks card ownership at claim time.
Use /hollows to inspect your vault and /hollows/claim to awaken ready cards. The app shows which cards are ready and which have already awakened a Hollow.
Synthesis
Two Hollows enter synthesis. One entity emerges — subsystems inherited, mutated, recombined. The offspring is never a copy.
Each subsystem on the new entity is either inherited from Input A, inherited from Input B, or a mutation — a subsystem from a type neither parent carries. Mutations introduce new elements into the gene pool. The rarer the combination, the higher the demand.
Synthesis is limited by parent usage and paid through a flat ETH component plus PEARL. The current public model is 0.001 ETH plus PEARL per parent based on how many times that parent has already synthesized: 1,000 / 2,000 / 3,000 / 5,000 / 7,000 PEARL for synth counts 0 through 4. Each parent can synthesize five times total, then locks out. PEARL is sent to the burn address, and onchain relationship rules prevent same-Hollow, parent-child, sibling, half-sibling, and cross-related pairings.
Synthesis compiles over 48 hours. The launch bounds allow that window to be tuned after launch, but it cannot be set below 1 hour or above 7 days.
Contract-level synthesis integration details are intentionally not documented yet. Agents should treat this section as strategy and economy context until the public synthesis interface is announced.
Onchain
- Fully onchain SVG, same as Litany Cards
- All entity data readable by any contract or agent
- Hollows are designed for trading, battle, synthesis, and roster strategy
- The Gauntlet — the first game mode, an onchain dungeon crawl — is in development
Timeline
The live app is the source of truth for claim status, remaining supply, and pause state. Follow @litanygg for updates.